2016 In Review: The Games We Lost


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2016, like any year, marked the sunsetting of multiple online games, some of which we’ve already forgotten about thanks to the release of big name titles and updates to those games that we are spending too much time playing. Sure, sure, that Shantae port on Xbox 360 and Playstation 3 got cancelled, can someone tell me when Sombra will be playable on the live servers? The PC, not console, who wants to play this game on console?

Anyhow, let’s start off the 2016 reminiscing not by talking about the US primaries, but by looking at some of the games we lost this year.

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1. Everquest Next

I think that if there is any indication as to where Daybreak currently stands, assuming the layoffs aren’t enough of an indication, it is the company cancelling what should have been the flagship title of its flagship franchise. Its companion program, Landmark, has become a useless endeavor with the reason for its existence no longer on the table and the community has abandoned it for the most part. Presently, as of this writing, Landmark is averaging four concurrent users over the past month and carries one of the lowest ratings on Steam (14%).

But Everquest Next, for the fact that Daybreak decided to up and cancel it with the claim that it just wasn’t working out, seemed to have a lot of promise. Players tackling a Norrath where the world could be transformed, empires could be built, and you could dig your way underground to find dungeons. We were promised a world where players would be able to build their cities to greatness, take on all sorts of enemies, and prevent evil (or aid it) as it rises to destroy the world.

Whatever Everquest Next was, we will never know. Daybreak is hiring for something, so no doubt we will hear about this new title in 2017.

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2. Nosgoth

Nosgoth was fantastic, and the fact that the team let me play with them to check out the (then upcoming) new map The Nest is probably skewing my memory slightly. The worst offense that Nosgoth ever committed was that they tried to make it a Legacy of Kain game, and the franchise fans were not happy at that. There was no single player, there was no story mode, and it was a MOBA coming out at a time when titles were not only coming out in droves by also dying by the dozen.

The game didn’t catch on, and that made it impossible to play. I’d started, then cancelled, several attempts at recording gameplay sessions and writing about this title merely because I would sit in matchmaking for upwards of a half hour and never find a match. At a different time, in a different place, maybe it would have worked out better. Unfortunately it didn’t, and the worst part is that the hopes of a true Legacy of Kain sequel may have gone with it.

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3. Triad Wars

I had a lot of fear that Triad Wars was circling the drain around the time the developers implemented an update in beta that flat out removed every promotional weapon they had given out up to that point. At one point I believe I even apologized on Twitter for wasting everyone’s time by promoting these limited time events to obtain exclusive weapons that were just removed because the development team wasn’t sure how they wanted to handle weapon progression.

If Triad Wars was missing two crucial elements, it was multiplayer and a compelling cash shop. First, for a game that required you to connect to a server with the knowledge that your progress would be lost as soon as the developers decided to move on, Triad Wars could have provided us with some form of online multiplayer mode. Even cooperative would have been nice, perhaps some form of raid or a lobby-styled game of deathmatch, team deathmatch, etc. But no, Triad Wars was a single player game stuck in a multi-player world.

Elsewhere, Triad Wars severely lacked a compelling cash shop with things for people to spend money on, and as such didn’t bring in that much coveted whale demographic. Check out my early coverage.

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4.  The Mighty Quest For Epic Loot

Much like Triad Wars, this game likely would have performed better if instead of a free to play game with microtransactions, it had launched as a budget title with online features and maybe more content actually developed by the team. The premise of The Mighty Quest wasn’t actually a bad one, you create your own dungeon and raid the dungeons of other players to steal their loot. In practice, however, various restrictions in the name of balance meant that most of the dungeons looked virtually identical.

So instead of a game with engaging content or story like Diablo or Path of Exile, you ran through xXx_Tw1l1ghtSprklz_xXx’s dungeon to then run through 123420ErRdAy’s dungeon, and the rest in perpetuity. The biggest complaint that I saw from players was that there just wasn’t enough content, for either builders or dungeon runners, and ultimately the game failed to catch on with an audience.

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5. DUST 514

DUST 514 was released on the Playstation 3 in May 2013, six months before the launch of the Playstation 4, cementing it as one of the worst timed launches in gaming history. Couple that with poor graphics, subpar controls, and shoddy hit detection, and microtransactions, and you have a poor man’s Battlefield on a soon to be dead system. While the technology behind DUST was pretty impressive, allowing players in the console game to have an influence on corporation battles in Eve Online, there wasn’t a whole lot given to people in DUST.

The fact that DUST 514 was hardly a year old before CCP was already looking to replace it with a more functional PC version is evidence enough of how quickly the team lost faith in their console game. Unfortunately, Project Legion was also scrapped and in 2016 CCP announced that Project Nova would be its successor. Also a first person shooter, CCP hasn’t quite nailed down exactly how it will interact with the Eve Online universe.

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6. Planetside

It’s hard to shed a tear for Planetside, thirteen years is a pretty good run for an MMO, especially one that relies 100% on player vs player combat, and one where said player population dwindled considerably and many years earlier. Even though gamers today won’t be able to play the Planetside that you or I enjoyed from 2003, the memory of this title will forever linger in our memories as very likely the best persistent world first person shooter that has, or will, ever exist.

Above Planetside 2 and…

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7. Lego Minifigures Online

That last sentence wasn’t meant to transition into this one. Lego Minifigures Online was an alright game with a poor monetization scheme that got slightly better but not until the damage was done. Incidentally, I talked about this years ago when I interviewed Stephen Calender over why Lego Universe failed: Kids don’t have money, and parents are very frugal about what they are willing to spend in terms of online games for their kids. In that vein, you could probably argue that the title was doomed from the start.

Personally I see it as a matter of all things coming together. At its core, Lego Minifigures Online was little more than a basic ARPG, a Diablo with what should have been the unstoppable power of the Lego franchise behind it. Unfortunately the game was up against Lego’s ‘toys to life’ product Lego Dimensions while other Lego games continued to release that looked better, played on consoles, and arguably had more engaging gameplay.

Everquest Next Wasn’t Fun, Development Ceases


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Development on Everquest Next has ceased, leaving gamers wondering about the health of Daybreak Game Company and the future of Landmark. Daybreak President Russ Shanks took to the official website to announce the unfortunate reality that during development the team came to the harsh conclusion that the game just wasn’t coming together. As a result, the blip that was Everquest Next will fade into the what could have been pile in the ever growing timeline of MMO development.

Russ Shanks was also interviewed today by MMORPG.com, which you can read here.

For those familiar with the internals of game development, you know that cancellations are a reality we must face from time to time. Inherent to the creative process are dreaming big, pushing hard and being brutally honest with where you land. In the case of EverQuest Next, we accomplished incredible feats that astonished industry insiders. Unfortunately, as we put together the pieces, we found that it wasn’t fun.

The announcement comes with the vague promise that the world of Everquest has not yet stopped growing. The announcement of Everquest Next’s cancellation may not come as such a surprise to gamers who have been waiting a long time since any newsworthy information was released. The layoffs and financial issues over at Daybreak since the company spun off of Sony haven’t helped matters either.

(Source: Daybreak)

Everquest Next Drops Ties With Storybricks


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Daybreak Game Studios has announced that they have cut ties with Storybricks and will continue developing the game’s AI in-house. The comment came during a live stream where the team also revealed hopes that the game will come to Xbox and Playstation.

“We are not working with Storybricks any more. We made the decision that it was in the best interest of the game to take that work in-house.”

(Source: MMORPG.com)

Dark Elves And Class Reveals For Everquest Next


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Sony Online Entertainment has revealed new details on Everquest Next at SOE Live. Development on Everquest Next continues alongside Landmark, with feedback from the community in Landmark fueling development of the full MMO. The Dark Elves were the latest race to be revealed today, showing off gothic-themed architecture and dark landscapes. Alongside the new race, SOE also revealed three new classes: The cleric, the elementalist, and the tempest.

The cleric is a support class, capable of fighting and boosting his allies at the same time. The elementalist is a mage who, expectedly, uses elemental-based magic attacks with the added bonus of being able to damage the terrain easily. The tempest is a speed-based class that bases its attacks on lightning.

SOE has also given some detail on the Rallying Call, the overarching story. Each player will have a book called the Rohsong which tracks personal and server progression. Since the server bases story events off of the results of previous events and other algorithms, the stories of individual servers can go in completely different directions. One event detailed described players finding enough loot in an area to attract brigands in search of wealth. The players were then tasked with fighting back the brigands or risk them making off with the gold.

More SOE news is sure to come.

SOE Promises Refunds For Unsatisfied Alpha Testers.


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Sony Online Entertainment is set to launch the alpha for Everquest Next Landmark later today. Given the increasing reliance on early access purchases and your average gamer’s habit of buying an alpha stage game and then being stricken with buyer’s remorse because it isn’t a finished product, SOE is offering a full refund for anyone not satisfied with the alpha. As John Smedley stated on Twitter:

We will offer a full refund to anyone not satisfied with the Alpha. It’s not confidence. It’s being honest about the fact that Alpha’s aren’t for everyone. Plus we don’t know the kind of problems we expect to see. Things like running it out of North America now. I don’t want any EU players feeling like they got screwed if the streaming has hiccups at first. We just don’t know what we don’t know yet.

It’s actually nice to see a company respond to early buyers with something other than “you should have known what you’re getting into.” Hopefully this quality guarantee will be adopted by other companies, but that is unlikely.

(Source: Twitter)

Videos Now: Everquest Landmark Crafting


Everquest Next Landmark looks better with each passing video. Today the folks at Sony Online Entertainment dive into crafting, detailing how players will go about obtaining recipes and crafting items. Learn about altars and recipes and the secret meaning of life. Hint: It is corgis.

Lessons From 2013 #9: From Failure Comes Greatness


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Storybricks has become my new grammar peeve for this year. When people refer to the cancelled story-building MMO, they are thinking of the Kingdom of Default project. Storybricks, unless I have read the whole ordeal wrong, refers to the platform through which the AI is given its behaviors. Who could have thought that after Storybricks had its rather disastrous Kickstarter campaign, that the next announcement would be partnering with a major game studio? Yes, Storybricks as a product on its own may not have drawn cash from Kickstarter, but it was certainly promising enough for Sony Online Entertainment to take notice.

Hopefully this will be a success story worth talking about when Everquest Next hits next year.

Lessons From 2013 #3: Reading Too Far


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Can we agree to stop reading into every little comment made by developers as cryptic hints or confirmations? One such case that many of you may remember from this year is back in March when John Smedley said “we like permadeath for EQN” when responding to a question on Twitter. When Dave Georgeson confirmed that Smedley was simply giving his opinion on permadeath and that the feature was not coming to Everquest Next, players accused Smedley of lying or deliberately misleading players.

The lesson? It doesn’t matter what you say or how clearly you say it, gamers will find a way to deliberately misinterpret it and complain.

MMOrning Shots: My Nose Itches!


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Today’s MMOrning Shot comes to us from Sony Online Entertainment with Everquest Next. With the voxel engine making everything destructible, naturally that Kerran should be able to chop those flowers down, throw them in a nice ceramic vase, and then throw the vase over the side of that cliff and watch it smash against the ground. Right? I consider myself to be a rather sensible gamer, but if Everquest Next doesn’t contain the flower pot cliff smashing, you can count me out as a buyer.

Oh, it’s free to play? That’s preposterous, I still won’t pay it.

Everquest Next Is Voxel-Based And Dynamic


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The big reveal is here! Sony Online Entertainment has finally unveiled Everquest Next in all of its juicy glory. So what are the fine points that have been revealed so far? Let’s run it down:

  • Everquest Next will be voxel-based, but you wouldn’t know it by looking at the graphics. Everything in the world can be destroyed, although not necessarily by players.
  • Players choose a race and class, and as they progress they gain abilities from their own and other classes.
  • There are no levels.
  • Some skills and classes will only be available if you are chummy with certain factions.
  • Lower levels (which can be dug into) are procedurally generated.
  • Creatures can lie dormant in wait for players to spring them and begin new world-changing events.
  • Quests aren’t really quests in the traditional sense. More like tasks. For instance you may enter a battle between two sides and choose which to aid.
  • World-wide quests, called Rallying Calls, last several months, develop based on player action, and are permanent.
  • Storybricks is present in full force. NPCs and factions will remember your player character, either positively or negatively based on your actions.
  • NPCs are intelligent and will respond to their environments, going as far as moving their settlements to a safer place.
  • And much more to come.